/Engine/Source/Runtime/NavigationSystem/Public/NavigationData.h
struct FNavigationPath : public [TSharedFromThis< FNavigationPath, ESPMode::ThreadSafe >](API\Runtime\Core\Templates\TSharedFromThis)
TWeakObjectPtr<...
Base
Base actor, if exist path points locations will be relative to it
uint32:  1
bDoAutoUpdateOnInvalidation
If true path will request re-pathing if it gets invalidated due to underlying navigation changed
uint32:  1
bIgnoreInvalidation
If true path will keep bUpToDate value after getting invalidated due to underlying navigation changed (observer and auto repath will NOT be triggered!) it's NOT safe to use if path relies on navigation data references (e.g. poly corridor)
uint32:  1
bIsPartial
"true" when path is only partially generated, when goal is unreachable and path represent best guess
uint32:  1
bIsReady
When false it means path instance has been created, but not filled with data yet
uint32:  1
bObservingGoalActor
Indicates whether at any point GoalActor was a valid Actor.
uint32:  1
bReachedSearchLimit
Set to true when path finding algorithm reached a technical limit (like limit of A* nodes).
uint32:  1
bUpdateEndPointOnRepath
If true path will useGetGoalLocation()for updating QueryData before repath
uint32:  1
bUpdateStartPointOnRepath
If true path will useGetPathFindingStartLocation()for updating QueryData before repath
uint32:  1
bUpToDate
"true" until navigation data used to generate this path has been changed/invalidated
uint32:  1
bUseOnPathUpdatedNotify
If true path will call OnPathUpdated notify
uint32:  1
bWaitingForRepath
Set when path is waiting for recalc from navigation data
FSharedConstNav...
Filter
DEPRECATED: filter used to build this path.
double
LastUpdateTimeStamp
Gets set during path creation and on subsequent path's updates
TWeakObjectPtr<...
NavigationDataUsed
Navigation data used to generate this path
FPathObserverDe...
ObserverDelegate
A delegate that will be called when path becomes invalid
FPathFindingQue...
PathFindingQueryData
Essential part of query used to generate this path
TArray<FNavPat...
PathPoints
IMPORTANT: path is assumed to be valid if it containsMOREthanONEpoint point 0 is path's starting point - if it's the only point on the path then there's no path per se
FNavPathType
PathType
TArray< NavNode...
ShortcutNodeRefs
Additional node refs used during path following shortcuts